varying vec3 normal, lightVec, viewerVec;
varying vec4 texCoord;
varying vec4 texCoordTEXMAT;
varying mat4 modelViewMat;

void main() 
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	
	normal = gl_NormalMatrix * gl_Normal;

	lightVec = vec3( gl_LightSource[0].position );

	viewerVec = -vec3( gl_ModelViewMatrix * gl_Vertex );
	
	texCoordTEXMAT = gl_TextureMatrix[0]*gl_ModelViewMatrix *  gl_Vertex;
	//texCoord.x /= 4.0;
	//texCoord.y /= 4.0;
	texCoord = gl_Vertex;
	modelViewMat = gl_ModelViewMatrix;
}